Early Access version 05

This update is 100% compatible (you’ll only lose your menu settings).

Major changes in this update:

  1. The Vulcan Chaingun has been revamped: Projectiles now inflict 2x damage, but it loses accuracy as it overheats. Visual effects have been upgraded, too. Try it out and tell us what you think!
  2. The Damage Amplifier works again, and is more satisfying to use.


  • Fixed rare disconnection if handshake took more than 10 seconds (“invalid traffic - tag 1”)
  • Riddler manual firing rate restored.
  • Fixed crashes when using Damage Amplifier.
  • Damage Amplifier now raises sound frequency of all weapons.
  • Calibrated fuel prices so that buying in bulk is always cheaper.
  • Vulcan Chaingun is now twice as powerful, but loses accuracy as heat levels rise.
  • Prevented buying multiple units of “Always-on” items in shop.
  • Increased number of Space Burger restaurants by 50%, rest of shops by 10% (requires galaxy regeneration)
  • “Egg Cyclone” wave: Eggshells now fully exit screen.
  • Medals: changed “missile” references to “special weapons”
  • Fixed: ESC (used to pause the mission and display the in-game pause menu) will stop working if you use any kind of display overlay during the game (examples: Windows 10 game bar, Steam overlay, NVidia game menu, Discord ingame etc)
  • Magnetospheric Plasma Thruster: Outer engine color is now properly applied.
  • Iron Chef: Both hands now move symmetrically (right one only bent half as much).
  • Gift boxes now have a minimum tier requirement before they can drop. Weapons are gradually introduced over the first 10 tiers.
  • A green crosshair will now appear whenever mouse is outside allowed spaceship area (screen edges).
  • Fixed(?) (anti)clockwise discrepancy between spaceship and satellites when rotating 180o.
  • Beam attacks of Superchick, Henterprise, and Egg Cannon are now longer to ensure coverage of entire screen.
  • Fixed various spelling/grammatical errors.
  • More informative shop ‘buy’ button confirmation text.
  • Infinitely spawning chickens no longer drop drumsticks.
  • Added “explored” indication to right-hand info pane when viewing planets etc.
  • Fixed: Your mission slot will be broken (the game will crash if you try to put anything in it) if you sell Background/Music/Skill equipment while they are mounted in that slot.
  • “Satellite autofire” is now OFF by default
  • Superstar hero skill extra enemy health is now +12% (and proportionately for other difficulty levels)
  • Player names now disappear when zoomed too far out in galaxy view.

Now, the Vulcan Gun is the most beautiful weapon in the game now :heart:
What if you give it another 5% more damage, and let it deal up to 30-50% more damage depending on the overheat?

Also, the SSH health change is not helping. Still can’t get a clean sweep.

Can you make the crosshair fit your spaceship’s color and make it a bit thicker but a bit transparent too?


To be honest that spread is kinda extreme.

But it works a lot better now, and it does look more interesting.

Will we see more visual makeovers of already existing weapons?

I’d still like to comment on bringing back Riddler’s manual fire rate though. If it’s a temporary solution until the weapon gets improved, that’s fine. But right now you just have to set up a macro and you end up with a weapon that literally doesn’t overheat (so you can pretty much just hold the fire button through the whole mission) and has one of the highest damage per second values of all weapons in the game. Feels a bit too much for what is now essentially a no-effort-to-use weapon.


I think the spread is good if the weapon gets a damage boost depending on current overheat. @InterAction_studios thoughts about that?


Iook,I get it. You don’t like Riddler’s max manual fire rate. But its fire rate is what made it unique. And also what turned it from a useless into a useful weapon. We do not need more useless weapons in the pool.


I realise that this argument’s been going on for way too long, but at this point even IA admit that it’s an exploit.
Sure, anyone can get an autoclicker to make it achieve that fire rate, but it doesn’t mean that we should be able to.

As I said, it’s fine if this is used as a stop-gap solution until the weapon gets rebalanced properly.


It’s already balanced properly. What exactly is wrong with Riddler? It’s not even the first one to have a high damage output without being able to overheat. And it’s not OP,either. The solution is right there…keep the manual fire the way it is. Why? Why would they have to rebalance it if the weapon works just fine the way it is now?


It’s not balanced properly if you have to use an exploit to make it usable.
Then again, that’s just my opinion. I’ll let IA decide on that.


The overlay issue appears to persist. I’m still not able to pause the game with them without ALT+TAB.


But I kind of find it neat,since you can’t discover its full potential so easily. But once you do,it’s worth it. And once you find out,the exploit is extremely easy to use


Which overlay are you using, and which key combination do you press to display/hide it?


THAT’S the Vulcan Chaingun now?


Well, when it’s nearly overheated.
This is how it looks like normally:

I don’t think that’s necessary, the weapon’s plenty strong enough.


Oh, my gosh, that’s amazing!


Discord overlay with Shift + ~


I don’t feel strength of weapons. No matter what I pick. Chickens take way too long to be killed on SSH. Also, it’s still frustrating when you lose all your lives and firepower on a wave where enemies circle you and open the fire so you cant dodge (chicken quadrants with 100 chickenauts - ok, let the games begin with 20 chickenauts - endless deaths) when you had a perfect play before. Also it’s frustrating that, if you think “I will try the mission again with the right superweapons”, you will only get 50% score because of “unoriginality”, which is a no go for dailies. Then, superweapons are so expensive that you can’t keep up with the keys, so it’s a waste to get helpful assistance. But missiles and mines wont help in those waves either because they also don’t deal enough damage, you’d need to spam like 5 of them. 45 keys lost for passing 1 wave? Not effective I think. SSH is good, but still needs improvements. I have nothing against epic waves, as long as you can dodge and can clear enemies fast enough to bot lose all lives on one wave after having a succesful run so far.

Also, here’s a version for a new Vulcan Gun present:



Another issue I have to point out is this.

Shouldn’t I be able to buy more extra slots than just one? Having just one isn’t really helpful.


@InterAction_studios I can only kill about 5-10% of all enemies here. This is really a problem. The fun of shmups is to free your way from enemies and bullets, but here you just get overrun by a bullet sponge, which is jsut frustrating.

Just tried it on Tourist. It was much better there, but that was mainly because there were almost no harder enemies (the hardest ive seen was chickenauts). Because many hard enemies mean more hp in a wave, damage should actually be boosted. This causes more action as there are more explosions.

Wait. I think i found the real problem now: mission difficulty(orange boxes) scale enemy base health way too much. I have no problems with killing by playing a 0/8 difficulty mission on SSH. I think the best way is to scrap damage scaling from skill levels completely, and nerf the health scaling from mission difficulty (an ordinary chicken should have 800-1000 health at most).

Also, I think that chicken eggships have a bit too much health.


Everything has too much health in SSH, it’s not fun at all.


I am playing a 0/8 difficulty mission on SSH right now, it works pretty well. Hard missions already spawn hard enemies, why does it increase health that much too? It’s making it too hard. And as I said, skill level damage scaling should just be removed, so it will always stay the same on every skill level.